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New Splash Screens
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Jaysmito101 committed Feb 17, 2022
1 parent e961fe5 commit 8f3590f
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8 changes: 6 additions & 2 deletions README.md
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Expand Up @@ -38,9 +38,9 @@ Or you could join out official discord server with a charming community(includin
Here are some of the terrains created with TerraForge3D. (You can send your artwork either via the discord server or https://github.com/Jaysmito101/TerraForge3D/issues/10)

<img width="500" src="./Screenshots/Showcase/Sandy%20Desert%201.png" /> <br />
<img width="500" src="./Screenshots/Showcase/Sandy%20Desert%202.png" /> <br />
<img width="500" src="./Screenshots/Showcase/Muddy%20Forest.png" /> <br />
<img width="500" src="./Screenshots/Showcase/Grassy%20Hillock.png" /> <br />
<img width="500" src="./Screenshots/Showcase/Volcano.png" /> <br />
<img width="500" src="./Screenshots/Showcase/Desert%20Night.png" /> <br />

# Screenshots

Expand Down Expand Up @@ -82,6 +82,10 @@ TerraForge3D has a very advanced Node Editor with 40+ different nodes which let

TerraForge3D has several erosion algorithms(hydraulic, wind, ...) which lets you simulate the simulation on you procedurally generated terrains giving it an extra touch of realism. These algorithms simulate actual rain, wind, dust to give the best effect.

### Custom Shape Generation

Procedural is great! But sometimes there must be a human touch! Thus TerraForge3D lets you customize your terrain by pmanyally placing terrrain features like hills, caters, cliffs, etc and combine it with procedural terrain.

### Custom Sky

TerraForge3D allows you to completely customize the sky. You can use a sky box, sky dome. You can procedurally generate a sky or use a HDRI.
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9 changes: 8 additions & 1 deletion TerraForge3D/src/Base/SplashScreen.cpp
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Expand Up @@ -4,6 +4,7 @@
#include <resource.h>
#include <windows.h>
#include <stdlib.h>
#include <time.h>
#include <string.h>
#include <tchar.h>
#include <iostream>
Expand Down Expand Up @@ -40,7 +41,13 @@ namespace SplashScreen {
switch (message)
{
case WM_CREATE:
hBitmap = (HBITMAP)LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAP1));;
srand(time(NULL));
if(rand()%2==0){
hBitmap = (HBITMAP)LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(SPLASH1));
}
else {
hBitmap = (HBITMAP)LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(SPLASH2));
}
break;
case WM_PAINT:
PAINTSTRUCT ps;
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3 changes: 2 additions & 1 deletion TerraForge3D/src/TerraForge3D.rc
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Expand Up @@ -60,7 +60,8 @@ IDI_ICON1 ICON "../../resources/icon.ico"
// Bitmap
//

IDB_BITMAP1 BITMAP "../../resources/splash.bmp"
SPLASH1 BITMAP "../../resources/splash1.bmp"
SPLASH2 BITMAP "../../resources/splash2.bmp"

#endif // English (United States) resources
/////////////////////////////////////////////////////////////////////////////
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3 changes: 2 additions & 1 deletion TerraForge3D/src/resource.h
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Expand Up @@ -3,7 +3,8 @@
// Used by TerraForge3D.rc
//
#define IDI_ICON1 101
#define IDB_BITMAP1 102
#define SPLASH1 102
#define SPLASH2 103

// Next default values for new objects
//
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